Super Mario Run[b] is a 2016 platform game developed and published by Nintendo for iOS and later Android. It is Nintendo's first mobile game that is part of one of the company's long-running and major franchises.

Super Mario Run
Logo
Developer(s)Nintendo EPD[a]
Publisher(s)Nintendo
Director(s)Shigeru Miyamoto[1]
Producer(s)
Designer(s)Takashi Tezuka
SeriesSuper Mario
EngineUnity (uncredited)
Platform(s)
ReleaseiOS
  • WW: December 15, 2016
  • KOR: February 1, 2017
Android
Genre(s)Auto-running, platform
Mode(s)Single-player

In Super Mario Run, the player controls Mario or other characters as they automatically run across the screen while timing jumps to collect coins and dodge enemies and hazards. As a Super Mario game, it contains a common plot wherein Mario must rescue Princess Peach, who has just been captured by Bowser. However, the player must also rebuild the Mushroom Kingdom destroyed by Bowser. The game had involvement of series creator Shigeru Miyamoto, and its development team consisted mostly of the original Super Mario development team, featuring many similar gameplay concepts adapted for ease of mobile controllers. The first four levels of Super Mario Run are free to play, but unlocking the rest of the game requires a one-time payment.

Super Mario Run received overall positive reviews by critics. Reviewers generally praised the game's replay value and addictive gameplay, though common criticism was directed towards its comparatively high price in the mobile market, as well as its required connectivity to the internet. With 50 million downloads, it became the most downloaded mobile game in the first week. The total figure of downloads was 300 million as of September 2018.

Gameplay

edit
 
Gameplay of Super Mario Run showing Mario standing on a pause block, halting his running as well as the timer at the top of the screen

Super Mario Run plays as a side-scrolling, auto-runner platform game. The plot begins with Mario accepting Princess Peach's invitation to her castle, only to witness Bowser kidnapping the Princess and destroying the Mushroom Kingdom, tasking Mario to undo his actions.[2][3] Mario automatically runs from left to right and jumps on his own to clear small gaps or obstacles.[4] The player can control Mario by tapping the touch screen to make him jump over larger obstacles;[5] the longer the screen is touched, the higher he jumps.[6] Like other Super Mario games, the player must maneuver Mario over gaps, onto enemies, and into coins to collect them. The player's end goal is to not only steer Mario safely across the level and reach the flagpole before time is exhausted but also accumulate as many coins as possible.[7] In addition to controlling when and how high he jumps, a hidden ability exists where the player swipes and holds the screen in the direction opposite of Mario, stalling his jumps during his descent and moving him slightly in that direction.[8][9] Standing on pause blocks pauses the timer and Mario's running, and standing on blocks marked with directional arrows changes the direction of his jump. Bubbles are collectible items used to send him backward, letting the player repeat sections of the level. If a bubble is available, it is automatically used to rescue Mario from impending death.[10][11] Otherwise, the player can only restart the level.[12] Replayability comes from collecting all the normal coins and finding special coins in each level. First, the player must find five pink coins, collecting those unlocks five purple coins and finally collecting those unlocks five black coins, therefore it takes at least three playthroughs to collect everything in a given level.[13]

In addition to the main game, there is the "Toad Rally" game mode where players can challenge "ghost" versions of other players' prerecorded playthroughs of levels.[14] Access to Toad Rally requires the player to use a Rally Ticket, which can be earned either through completing levels in the main game mode, trading My Nintendo coins, or other in-game tasks.[15] Playing either game mode earns the player coins that can be used to buy items for creating and customizing their own "Mushroom Kingdom" in a third gameplay mode comparable to FarmVille.[5][16] The player can gain or lose Toads that populate their Mushroom Kingdom in Toad Rallies.[15] The player can unlock other characters to play as through these game modes, such as Luigi, Princess Peach, Toad, Toadette, and Yoshi.[17] These characters have slightly different gameplay attributes; using the different characters is not required to complete any level, but they give players the tools for completing levels with different approaches.[18]

Since launch, Nintendo has released updates introducing features and other changes. For example, a "Friendly Run" version of Toad Rally does not require any Rally Tickets, but can only be played up to five times per day, and will not earn the player coins for winning.[19] An easy difficulty mode assists players having difficulty in beating levels in World Tour by granting them unlimited bubbles and removing the time limit. However, coins collected will not count while playing in that mode.[20] Another update raised the maximum cap number of Toads from 9,999 to 99,999, and added support for Game Center and Google Play Games achievements.[21] A later update added nine new levels, courses, Princess Daisy as a playable character, and buildings, all of which can be unlocked by completing various goals and challenges. The levels are themed as "a forest, a ship packed with coins, and a whole airship armada",[22] and a new game mode, titled "Remix 10", has players run through ten very short levels in a random order, with each level only taking "a few seconds to complete."[23]

Development

edit

The game was developed jointly by Nintendo and DeNA.[24] Takashi Tezuka served as the game's designer and Shigeru Miyamoto as the producer and director.[25][1] This was the first game that Miyamoto had been closely involved in its development since 2007's Super Mario Galaxy.[16] The development team consisted mostly of the original Super Mario development team.[25] Super Mario Run shares a similar 2.5D graphic style with New Super Mario Bros.[26] The game's three gameplay modes were developed in parallel by separate groups within the development team.[16] The game was built using the Unity engine.[27] Shortly before release, Nintendo's Reggie Fils-Aimé said the game would not be coming to the Nintendo Switch, due to different development architecture.[28]

Nintendo had been hesitant about developing titles for the mobile gaming market since its onset in the early 2010s, as the company was highly protective of its franchise characters and desired to have them only featured in games for their hardware. At that time, Nintendo president Satoru Iwata felt that by developing mobile titles, they would "cease to be Nintendo" and lose their identity.[29] By 2014, the company recognized that the growth of the mobile market was impacting their financial performances, with sales of its hardware and software declining greatly and posting a $240 million loss for the financial year.[30] By the next year, Iwata's views had shifted significantly, and he led Nintendo into a partnership with mobile developer DeNA to start bringing Nintendo's brands to mobile, including five planned Nintendo titles.[31] The first of these was Miitomo, based on the Mii avatars used in Nintendo's console software.[32] Separately, Nintendo collaborated with Niantic and The Pokémon Company to release Pokémon Go.[33][34]

The concept of the game arose from ideas for new Mario games on the Wii, including one where the player would need to control Mario in time to the rhythm of the music. This concept was fleshed out further as part of New Super Mario Bros., but led to the idea of a simply-controlled game. Nintendo was also inspired by speedrunners, and had noticed that these players, in racing through the various Mario games, never let go of the forward direction control, effectively making Mario run all the time, and considered how to allow all players to have that experience.[16][35] Similarly, they observed speedrunners were adept at performing certain types of difficult timed jumps that enabled quick completion times; Nintendo included special blocks that players would encounter in Super Mario Run to easily complete similar jumps, so that they could "give even beginner players an opportunity to get a taste for what's fun about the more skilled style of Mario play", according to Miyamoto.[16] The game was developed to be played with the mobile device in a vertical orientation. This gave the developers more gameplay ideas to stretch the vertical space of the game, as well as to emphasize the simplicity of the game's controls.[18]

Super Mario Run is the second mobile game under the DeNA partnership, and Nintendo's first mobile game to use one of their established intellectual properties. Miyamoto explained that some of their game franchises became increasingly more complex with every installment, making it difficult to attract new players, and that the company believed they could use mobile games with simplified controls not only to target the broadest audience of people, but also to draw them to their consoles by reintroducing these properties.[36] While it would be possible for them to port their existing titles to mobile device with the creation of virtual controllers on the touchscreen, Miyamoto felt that would not be as "interesting", instead they were "more interested in looking at how we can be creative with Mario, and design for iPhones in a way that takes advantage of the uniqueness of that device and the uniqueness of that input and the features that that device has".[16]

Release and updates

edit

The game was announced by Miyamoto on September 7, 2016, at Apple's annual iPhone event.[37] The game initially launched in 10 languages in 150 countries.[38][39] Super Mario Run was released on iOS devices on December 15, 2016,[5][40] and on Android devices on March 22, 2017.[41] For the iOS release, the game runs on both iPhone and iPad.[42] While still using the freemium model, Nintendo eschewed requiring players to keep paying to access more levels, instead offering the game as a free demo with the first world unlocked and requiring a one-time payment to unlock the rest of the game.[13] Part of the reason for this pricing scheme was to make it transparent to parents who may be purchasing the game for their children so that they would not incur further costs.[43] Fearing piracy of the game, Nintendo added always-on DRM, which requires that players have a persistent Internet connection to play.[44] Polygon speculated that Nintendo opted to develop the game first for the iOS platform because of its stronger security options and consistent ecosystem compared to Android.[18][45]

Since its inception, Super Mario Run has seen updates that mostly expanded support for Nintendo accounts or added or changed gameplay content. An update released in January 2017 introduced "Easy Mode", reduced the number of Toads lost in Toad Rally, and added Korean language support.[20] The game launched in South Korea on the same date.[46] An April 2017 update allowed players to use Miitomo via their Nintendo Accounts to add friends already registered on their Nintendo Account, as well as customize their Mii icons, including implementing any costumes they own.[21] A significant update in September that year added new levels[22] and the Remix 10 game mode.[23]

Reception

edit

Upon release, Super Mario Run received "generally positive reviews" from critics, holding an aggregated Metacritic score of 76/100.[47] Glixel stated that while the game was "deceptively simple" to play to reach the end of a level, it was "genuinely satisfying to work on the real meat of the game".[63] IGN agreed, citing the game's addictive qualities and high replayability in its extra coin-collecting challenges, praising the game for successfully capturing the Super Mario charm, but criticizing it for lacking the originality in gameplay ideas that generally come with new entries in the series.[57]

While the game received positive reviews from publications, players of the game were more critical.[64] The BBC noted that the game's user-driven App Store rating after three days of release was 2.5 stars out of 5, with the most common complaints being about the need for a persistent Internet connection and the fixed US$10 price point compared to similar games on the store.[65] The game's Toad Rally mode was a point of division for players, as while some praised the mode, others expressed concern that its competitive features would prevent players without high amount of skill from being able to advance development of their Mushroom Kingdom, as well as the Rally Ticket entry system being seemingly unnecessary for a game without microtransactions.[15]

Industry analyst Michael Pachter suggested that the low user ratings reflect the non-traditional single-point-of-purchase approach for monetization, and that mobile gamers are more amenable towards free-to-play games that provide a larger amount of free content prior before any microtransactions are required to proceed forward.[66] GamesIndustry.biz agreed, noted that mobile gamers have been highly critical of games with "hard" paywalls that require in-app purchases to continue, and the last several years of free-to-play mobile games has created consumers unwilling to pay for mobile games, a factor Nintendo will need to contend with for its future applications.[67] Polygon considered that based on the negative feedback from players, that Nintendo kept too many of its own practices for its consoles and handhelds, such as the use of the Friend Code system and the lack of any planned expansions, into Super Mario Run, as well as eschewing typical mobile gaming practices, and believed that Nintendo should have worked better to adapt the game for the expectations of mobile gamers.[68] Responding to the player complaints, Miyamoto acknowledged that Nintendo had made a mistake with the game's pricing.[69] At The Game Awards 2017, it was nominated for "Best Mobile Game".[70]

Commercial

edit

Shortly after the game's announcement, Nintendo's stock soared to just under the high point it had reached after the release and success of Pokémon Go earlier in 2016. Financial analysts recognized that Super Mario Run would be more significant than Pokémon Go for Nintendo; whereas revenue from Pokémon Go must be split between Niantic and The Pokémon Company, nearly all revenue from Super Mario Run would go to Nintendo directly being an in-house developed title.[24][71] After Super Mario Run's release date was announced in November, Nintendo's stock rose by 2.8%.[72] Shortly before release, Nintendo provided a public look at the game during an episode of The Tonight Show Starring Jimmy Fallon featuring Nintendo of America president Reggie Fils-Aimé.[73]

App-tracking service Apptopia reported that Super Mario Run was downloaded 2.85 million times on the day of its iOS release, while grossing over US$5 million.[74][75] The title had 40 million downloads over the first four days, surpassing Pokémon Go as the most downloaded mobile game in the first week of release;[76] that week's figure totaled over 50 million.[77] App Annie estimates that about one million of those downloads lead to the user paying for the title, with 55 percent being from the United States, earning $14 million in sales.[78] The iOS version of Super Mario Run was the tenth most downloaded app in 2016[79] and the top downloaded free game in 2017.[80] With the company's end-year report for fiscal year 2016, which ended on March 31, 2017, the combined downloads for Super Mario Run across iOS and Android was approaching 150 million,[81] and climbed to 200 million six months later.[82]

Despite these numbers, the game missed some of the anticipated metrics, particularly in Japan. On the Monday following the game's release on iOS, Nintendo's and DeNA's stock price dropped over seven percent due to its poor market reception.[65][83] By December 26, Super Mario Run was no longer the top grossing app in any nation, though remained one of the top downloaded apps in 63 countries. Nintendo's stocks had dropped over 18 percent within the first two weeks of release.[84] Within three weeks, market analysis firm Newzoo estimated that the app had been downloaded over 90 million times, with approximately $30 million in revenue from the roughly three percent who had purchased the full game.[85][86] Wall Street Journal's Dan Gallagher stated this conversion rate represented the difficulty in convincing mobile gamers to purchase content.[85] Nintendo later reported in a total of 78 million downloads, with more than five percent paying for the full game, by January 2017 in fiscal year earnings report. This generated ¥6 billion ($53 million) in revenues from the game.[87][88] The game sold 4 million paid downloads by this time.[89]

Nintendo was anticipating that they would obtain 10 percent conversion of app downloads into full purchases, and noted in February 2017 that twenty countries account for 90 percent of the game's revenue, and that within those countries they were approaching this 10 percent conversion rate.[90] However, Nintendo's president Tatsumi Kimishima was disappointed the next month, when the revenue from the iOS version failed to fulfill the company's expectations.[91] Nintendo's next mobile title, Fire Emblem Heroes, released two months after Super Mario Run and which used the freemium payment approach, had only 10 percent of the previous title's downloads, yet had outperformed it in overall revenue by the end of Nintendo's fiscal year 2016.[92] Kimishima said that Nintendo had learned several lessons in development and releasing of mobile games from Super Mario Run.[82] Kimishima said that "we honestly prefer the Super Mario Run model",[91] though in a June 2017 investor question-and-answer session, he said "in the future we will consider not only a single set price, but other methods that incorporate a wider variety of elements that allow as many consumers as possible to play", suggesting that Nintendo's mobile strategy may move away from the pay-once model.[93]

Within days of the game's App Store release, journalists noted a number of unofficial video game clones that appeared on the Google Play store, which they believe was prompted by the lack of an Android version of Super Mario Run at the time and allowing developers to take advantage of uninformed consumers. In at least one case, an Android clone contained malware designed to collect sensitive information from a player's device.[94][95][96] Super Mario Run was the most-downloaded game for Android devices in 2017.[97]

By July 2018, Sensor Tower estimated that Super Mario Run had generated a total of US$60 million.[98] As of September 2018, the game has been downloaded and installed on about 300 million devices worldwide, including 10 percent in Japan.[99]

See also

edit

Notes

edit
  1. ^ Additional work by DeNA and SRD
  2. ^ Japanese: スーパーマリオ ラン, Hepburn: Sūpā Mario Ran

References

edit
  1. ^ a b Ethan, Shanfeld (April 4, 2023). "Mario Is Moving Away From Mobile Games, Reveals Nintendo's Shigeru Miyamoto (EXCLUSIVE)". Variety. Archived from the original on April 4, 2023. Retrieved April 5, 2023.
  2. ^ Moser, Cassidee (December 15, 2016). "What Is Super Mario Run? Everything You Need to Know". Shacknews. Archived from the original on August 3, 2020. Retrieved April 23, 2020.
  3. ^ Heater, Brian (December 15, 2016). "Super Mario Run is a hopeful glimpse of Nintendo's mobile ambitions". TechCrunch. Archived from the original on August 15, 2020. Retrieved April 23, 2020.
  4. ^ McAloon, Alissa (December 15, 2016). "With the launch of Super Mario Run, Nintendo's mobile push has begun". Gamasutra. Archived from the original on October 11, 2018. Retrieved December 15, 2016.
  5. ^ a b c Hussain, Tamoor. "Mario Coming to iPhone and iPad in Super Mario Run". GameSpot. Archived from the original on October 11, 2018. Retrieved September 7, 2016.
  6. ^ Yin-Poole, Wesley (September 7, 2016). "Finally, Mario comes to iPhone". Eurogamer. Archived from the original on March 29, 2019. Retrieved September 7, 2016.
  7. ^ Keefer, John (September 7, 2016). "Super Mario Run announced for iOS". Shacknews. Archived from the original on November 30, 2021. Retrieved August 22, 2020.
  8. ^ Dotson, Carter (December 15, 2016). "'Super Mario Run' – How to Midair Stall". TouchArcade. Archived from the original on August 14, 2019. Retrieved April 18, 2020.
  9. ^ Gilbert, Ben (December 17, 2016). "Tips and tricks to master 'Super Mario Run,' the first ever Mario game for iPhone". Business Insider. Archived from the original on January 27, 2019. Retrieved April 18, 2020.
  10. ^ Parkin, Jeffrey; Tach, Dave (December 15, 2016). "Your biggest Super Mario Run questions, answered (update)". Polygon. Archived from the original on November 8, 2020. Retrieved April 2, 2020.
  11. ^ Eadicicco, Lisa (December 21, 2016). "10 Pro Tips to Master Super Mario Run". Time. Archived from the original on December 22, 2016. Retrieved April 2, 2020.
  12. ^ a b McFerran, Damien (December 15, 2016). "Super Mario Run 2016". Nintendo Life. Archived from the original on August 23, 2020. Retrieved August 8, 2020.
  13. ^ a b Ingraham, Nathan. "'Super Mario Run' is just as much fun as we'd hoped". Engadget. Archived from the original on December 8, 2016. Retrieved December 8, 2016.
  14. ^ Oxford, Nadia (September 7, 2016). "Mario Comes to iOS in Super Mario Run". USGamer. Archived from the original on April 2, 2019. Retrieved September 7, 2016.
  15. ^ a b c Frank, Allegra (December 19, 2016). "Super Mario Run's most polarizing mode is Toad Rally". Polygon. Archived from the original on April 2, 2019. Retrieved December 21, 2016.
  16. ^ a b c d e f Kohler, Chris (December 15, 2016). "7 Surprising Insights Into Super Mario Run, Straight From Shigeru Miyamoto". Wired. Archived from the original on November 26, 2020. Retrieved December 15, 2016.
  17. ^ Makuch, Eddie (December 15, 2016). "How to Unlock Super Mario Run's 5 Extra Playable Characters". GameSpot. Archived from the original on December 18, 2016. Retrieved December 15, 2016.
  18. ^ a b c Sarkar, Samit; Frank, Allegra (December 8, 2016). "Super Mario Run was inspired by speedrunners, and other fun facts". Polygon. Archived from the original on December 11, 2016. Retrieved December 15, 2016.
  19. ^ Crecente, Brian (December 21, 2016). "Super Mario Run has a new game mode, with a daily cap". Polygon. Archived from the original on December 22, 2016. Retrieved December 21, 2016.
  20. ^ a b Calvert, Darren (January 31, 2017). "The Pressure Is Off With Super Mario Run's New Easy Mode". Nintendo Life. Archived from the original on February 1, 2017. Retrieved January 31, 2017.
  21. ^ a b Vogel, Mitch (April 25, 2017). "Super Mario Run Version 2.1.0 Is Now Live". Nintendo Life. Archived from the original on April 28, 2017. Retrieved April 28, 2017.
  22. ^ a b Wesling, Kif. "The Super Mario game for iPhones just got brand new levels". Business Insider. Archived from the original on September 28, 2017. Retrieved September 28, 2017.
  23. ^ a b Webster, Andrew. "Super Mario Run's new rapid-fire remix mode is just what the game needed". The Verge. Archived from the original on September 29, 2017. Retrieved September 29, 2017.
  24. ^ a b "Super Mario's iPhone Surprise Sends Nintendo Shares Soaring". Fortune. Reuters. September 8, 2016. Archived from the original on September 9, 2016. Retrieved September 9, 2016.
  25. ^ a b Peckham, Matt. "The Man Behind Mario Explains Nintendo's New iPhone Game". Time. Archived from the original on November 28, 2016. Retrieved September 7, 2016.
  26. ^ Machkovech, Sam (September 7, 2016). "Super Mario Run announced for iOS". Ars Technica. Archived from the original on September 7, 2016. Retrieved September 7, 2016.
  27. ^ Osborn, Alex (November 1, 2016). "Super Mario Run Created With Unity". IGN. Archived from the original on January 24, 2021. Retrieved November 2, 2016.
  28. ^ Campbell, Evan (December 8, 2016). "Super Mario Run Won't Come To Nintendo Switch". IGN. Archived from the original on October 10, 2022. Retrieved December 16, 2016.
  29. ^ Thomas, Lucas M. (September 13, 2011). "Nintendo + Smartphones? Iwata Says "Absolutely Not"". IGN. Archived from the original on July 30, 2017. Retrieved September 3, 2015.
  30. ^ Wingfield, Nick (January 18, 2014). "Resisting Mobile Hurts Nintendo's Bottom Line". The New York Times. Archived from the original on July 28, 2017. Retrieved December 9, 2016.
  31. ^ Peckham, Matt (March 18, 2015). "Exclusive: Nintendo CEO Reveals Plans for Smartphones". Time. Archived from the original on April 23, 2015. Retrieved July 13, 2015.
  32. ^ Kohler, Chris (October 28, 2015). "Mii Avatars Star in Nintendo's First Mobile Game This March". Wired. Archived from the original on October 30, 2015. Retrieved October 29, 2015.
  33. ^ Nakamura, Yuji; Amano, Takashi (July 25, 2016), "Nintendo Faces More Pressure After Biggest Drop in 26 Years", Bloomberg News, archived from the original on December 17, 2016, retrieved March 11, 2017
  34. ^ Lewis, Leo (July 11, 2016). "Pokémon GO shows Nintendo the promise of mobile". The Financial Times. Archived from the original on July 11, 2016. Retrieved July 11, 2016.
  35. ^ Bernstein, Joseph (December 7, 2016). "Shigeru Miyamoto Explains Why Nintendo Finally Brought Mario To The iPhone". BuzzFeed. Archived from the original on December 8, 2016. Retrieved December 9, 2016.
  36. ^ Webster, Andrew (December 8, 2016). "A Chat With Shigeru Miyamoto on the Eve of Super Mario Run, Nintendo's First Smartphone Game". The Verge. Archived from the original on October 10, 2022. Retrieved December 8, 2016.
  37. ^ Gilbert, Ben (September 8, 2016). "The biggest news at Apple's big iPhone event wasn't from Apple". Business Insider. Archived from the original on November 8, 2020. Retrieved April 18, 2020.
  38. ^ Lazarides, Tasos (October 27, 2016). "'Super Mario Run' Will Have a Single IAP and Will Launch in More Countries". TouchArcade. Archived from the original on October 28, 2016. Retrieved October 28, 2016.
  39. ^ "SUPER MARIO RUN LAUNCHES FOR iPhone & iPad ON DEC. 15". Nintendo.co.jp. Archived from the original on November 16, 2016. Retrieved November 16, 2016.
  40. ^ Schreier, Jason (September 7, 2016). "Nintendo Announces Super Mario Run For iOS [UPDATE: Android Later]". Kotaku. Archived from the original on September 7, 2016. Retrieved September 7, 2016.
  41. ^ McWhertor, Michael (March 17, 2017). "Super Mario Run coming to Android next week". Polygon. Archived from the original on March 18, 2017. Retrieved March 17, 2017.
  42. ^ Frank, Allegra (September 7, 2016). "Super Mario Run coming to iOS this holiday (update)". Polygon. Archived from the original on September 8, 2016. Retrieved September 7, 2016.
  43. ^ Cuneo, Nicolas (January 28, 2017). "Super Mario Run's not-so-super success". VentureBeat. Archived from the original on January 28, 2017. Retrieved January 30, 2017.
  44. ^ Rosenberg, Adam (December 9, 2016). "'Super Mario Run' apparently requires an always-on internet connection". Mashable. Archived from the original on December 9, 2016. Retrieved December 9, 2016.
  45. ^ Frank, Allegra (December 15, 2016). "When's Super Mario Run coming to Android?". Polygon. Archived from the original on January 27, 2021. Retrieved December 15, 2016.
  46. ^ Kim Sang-Yeon (February 1, 2017). "Syupeo Mario Reon, du dalmane guknae jeongsik chulsi" 슈퍼 마리오 런, 두 달만에 국내 정식 출시 [Super Mario Run officially launches in Korea after two months]. CNET (in Korean). Archived from the original on April 17, 2020. Retrieved April 17, 2020.
  47. ^ a b "Super Mario Run for iPhone/iPad Reviews". Metacritic. CBS Interactive. Archived from the original on December 22, 2016. Retrieved December 22, 2016.
  48. ^ Luibl, Jörg (December 16, 2016). "Test: Super Mario Run (Plattformer)". 4Players (in German). Archived from the original on October 10, 2022. Retrieved August 8, 2020.
  49. ^ Andriessen, CJ (December 20, 2016). "Review: Super Mario Run". Destructoid. Archived from the original on November 28, 2020. Retrieved August 8, 2020.
  50. ^ "Super Mario Run". Edge. No. 302. Future Publishing. February 2017. p. 123.
  51. ^ Carsillo, Ray. "Super Mario Run review". Electronic Gaming Monthly. Archived from the original on December 21, 2016. Retrieved August 8, 2020.
  52. ^ Donlan, Christian (December 16, 2016). "Super Mario Run review". Eurogamer. Archived from the original on October 29, 2020. Retrieved August 8, 2020.
  53. ^ Hilliard, Kyle (December 15, 2016). "Super Mario Run iPhone Game Informer Review". Game Informer. Archived from the original on December 17, 2016. Retrieved December 15, 2016.
  54. ^ Brown, Peter (December 15, 2016). "Super Mario Run Review". GameSpot. Archived from the original on December 22, 2016. Retrieved December 15, 2016.
  55. ^ Gray, Kate (December 15, 2016). "Super Mario Run review: 'Exactly what you might expect from a mobile Mario'". GamesRadar+. Archived from the original on December 16, 2016. Retrieved December 15, 2016.
  56. ^ "Super Mario Run review". GamesTM. Archived from the original on October 24, 2018. Retrieved August 8, 2020.
  57. ^ a b Otero, Jose (December 15, 2016). "Super Mario Run Review". IGN. Archived from the original on December 15, 2016. Retrieved December 15, 2016.
  58. ^ Ronaghan, Neal (December 18, 2016). "Super Mario Run (Mobile) Review". Nintendo World Report. Archived from the original on October 10, 2022. Retrieved August 8, 2020.
  59. ^ Brown, Mark (March 23, 2017). "Super Mario Run review – Nintendo or Nintendon't?". Pocket Gamer. Archived from the original on June 21, 2020. Retrieved June 20, 2020.
  60. ^ McWhertor, Michael (December 15, 2016). "Super Mario Run review". Polygon. Archived from the original on December 16, 2016. Retrieved December 16, 2016.
  61. ^ Musgrave, Shaun (December 16, 2016). "'Super Mario Run' Review – Mario and Luigi Are Doing What They Can". TouchArcade. Archived from the original on October 10, 2022. Retrieved July 3, 2018.
  62. ^ Oxford, Nadia (December 15, 2016). "Super Mario Run iOS Review: Quite Dashing". USgamer. Archived from the original on October 10, 2022. Retrieved August 8, 2020.
  63. ^ Davison, John (December 15, 2016). "Review: 'Super Mario Run' is a Charming, Gorgeous Grind". Glixel. Archived from the original on December 16, 2016. Retrieved December 15, 2016.
  64. ^ Handrahan, Matthew (December 21, 2016). "Super Mario Run: Critical Consensus". GamesIndustry.biz. Archived from the original on December 22, 2016. Retrieved December 21, 2016.
  65. ^ a b "Super Mario Run reviews hit Nintendo share price". BBC. December 19, 2016. Archived from the original on December 19, 2016. Retrieved December 19, 2016.
  66. ^ Tsukayama, Hayley (December 20, 2016). "Why 'Super Mario Run' disappoints mobile gamers". The Washington Post. Archived from the original on December 20, 2016. Retrieved December 20, 2016.
  67. ^ Fahey, Rob (December 22, 2016). "Super Mario Run's inevitable backlash". GamesIndustry.biz. Archived from the original on December 23, 2016. Retrieved December 22, 2016.
  68. ^ Kuchera, Ben (December 21, 2016). "Super Mario Run was a failed chance for Nintendo to stop being Nintendo". Polygon. Archived from the original on December 22, 2016. Retrieved December 21, 2016.
  69. ^ Doolan, Liam (August 26, 2018). "Miyamoto Regrets Design Choices Made During Development Of Super Mario Run". NintendoLife. Archived from the original on January 28, 2020. Retrieved April 23, 2020.
  70. ^ Makuch, Eddie (December 7, 2017). "All The 2017 Game Awards Winners Revealed". GameSpot. Archived from the original on December 8, 2017. Retrieved December 7, 2017.
  71. ^ Kohler, Chris. "Nintendo's Stock Jumps, Again, for Mobile Mario". Wired. Archived from the original on September 10, 2016. Retrieved September 10, 2016.
  72. ^ Coates, Stephen. "Nintendo shares rise after company unveils release date for iphone Mario game". Reuters. Archived from the original on December 17, 2016. Retrieved November 15, 2016.
  73. ^ Nakamura, Yugi (December 9, 2016). "Nintendo Jumps as Public Gets First Taste of Super Mario Run". Bloomberg News. Archived from the original on October 10, 2022. Retrieved December 9, 2016.
  74. ^ Roettgers, Janko (December 16, 2016). "'Super Mario Run' Clocks More Than $5 Million in Revenue, 5 Million Downloads". Variety. Archived from the original on December 19, 2016. Retrieved December 20, 2016.
  75. ^ Webster, Andrew (December 16, 2016). "Super Mario Run was downloaded 2.85 million times in its first day". The Verge. Archived from the original on November 7, 2017. Retrieved December 16, 2016.
  76. ^ Sirani, Jordan (May 2, 2017) [December 21, 2016]. "Super Mario Run Reaches 40 Million Downloads in 4 Day". IGN. Retrieved October 12, 2024.
  77. ^ Hussain, Tamoor (December 23, 2016). "Super Mario Run Reaches 50 Million Downloads". GameSpot. Archived from the original on December 26, 2016. Retrieved December 25, 2016.
  78. ^ Handrahan, Matthew (December 20, 2016). "Super Mario Run made $14 million in 3 days – App Annie". GamesIndustry.biz. Archived from the original on October 10, 2022. Retrieved December 20, 2016.
  79. ^ Hillier, Brenna (January 5, 2017). "Of course Pokemon Go was the most downloaded release on the App Store last year, but Super Mario Run is on its heels". VG247. Archived from the original on January 6, 2017. Retrieved January 5, 2017.
  80. ^ Crecente, Brian (December 7, 2017). "Apple: 'Super Mario Run' Top Free Game of 2017, But Not Game of the Year". Glixel. Archived from the original on December 8, 2017. Retrieved December 7, 2017.
  81. ^ Makuch, Eddie (April 28, 2017). "Super Mario Run Expected To Hit 150M Downloads Soon, Paying Players Growing". GameSpot. Archived from the original on November 7, 2017. Retrieved April 28, 2017.
  82. ^ a b Good, Owen (October 31, 2017). "Super Mario Odyssey sold 2 million copies already, says Nintendo". Polygon. Archived from the original on October 31, 2017. Retrieved October 31, 2017.
  83. ^ Mochizuki, Takashi (December 19, 2016). "Nintendo Shares Fall After 'Super Mario Run' Disappoints". Wall Street Journal. Archived from the original on October 10, 2022. Retrieved December 19, 2016.
  84. ^ Nakamura, Yuji (December 26, 2016). "Super Mario Run No Longer Highest Grossing App in Any Nation". Bloomberg News. Archived from the original on December 27, 2016. Retrieved December 27, 2016.
  85. ^ a b Gallagher, Dan (January 3, 2017). "Why Super Mario's Run Was Short". Wall Street Journal. Archived from the original on October 10, 2022. Retrieved January 3, 2017.
  86. ^ Matulef, Jeffrey (January 3, 2017). "Super Mario Run has earned $30m in two weeks". Eurogamer. Archived from the original on January 4, 2017. Retrieved January 4, 2017.
  87. ^ Nakamura, Yuji; Amano, Takashi (January 31, 2017). "Nintendo Beats Profit, Lifts Forecast on Pokemon Ahead of Switch". Bloomberg News. Archived from the original on January 31, 2017. Retrieved January 31, 2017.
  88. ^ Mochizuki, Takashi (January 31, 2017). "Nintendo's 'Super Mario Run' Scores Revenue, but CEO Wants More". Wall Street Journal. Archived from the original on October 10, 2022. Retrieved January 31, 2017.
  89. ^ "Nintendo profits spike, but only 4 million people paid for Super Mario Run". Metro. January 31, 2017. Archived from the original on May 12, 2021. Retrieved May 12, 2021.
  90. ^ Peckham, Matt (February 7, 2017). "19 Things Nintendo's President Told Us About Switch and More". Time. Archived from the original on February 7, 2017. Retrieved February 7, 2017.
  91. ^ a b Sinclair, Brendan (March 24, 2017). "Nintendo disappointed by Super Mario Run revenues". GamesIndustry.biz. Archived from the original on October 10, 2022. Retrieved March 24, 2017.
  92. ^ Frank, Allegra (April 27, 2017). "Fire Emblem Heroes bests Super Mario Run profits, despite 10 times fewer downloads". Polygon. Archived from the original on October 10, 2022. Retrieved April 28, 2017.
  93. ^ McAloon, Alissa (July 5, 2017). "How Super Mario Run's lackluster sales are changing Nintendo's mobile strategy". Gamasutra. Archived from the original on July 7, 2017. Retrieved July 5, 2017.
  94. ^ Goldman, Joshua (December 16, 2016). "Knockoff Super Mario Run apps hit Google Play". CNET. Archived from the original on October 10, 2022. Retrieved December 27, 2016.
  95. ^ Mott, Nathaniel (January 6, 2017). "Super Malware Bros: Android Marcher Poses As 'Super Mario Run'". Tom's Hardware. Archived from the original on October 10, 2022. Retrieved January 8, 2017.
  96. ^ Palmer, Danny (January 9, 2017). "Android banking Trojan malware disguises itself as Super Mario Run". ZDNet. Archived from the original on October 10, 2022. Retrieved January 9, 2017.
  97. ^ Moyse, Chris (December 1, 2017). "Super Mario Run is Android's most downloaded game of 2017". Destructoid. Archived from the original on August 25, 2018. Retrieved December 1, 2017.
  98. ^ Taylor, Haydn (July 3, 2018). "Super Mario Run surpasses $60m revenue after two years". GamesIndustry.biz. Archived from the original on July 3, 2018. Retrieved July 3, 2018.
  99. ^ Nintendo Co., Ltd. (October 31, 2018). "Six Months Financial Results Briefing for Fiscal Year Ended March 2019" (PDF). Nintendo. Archived (PDF) from the original on March 20, 2021. Retrieved October 31, 2018.
edit